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General Tabletop Discussion
*Pathfinder & Starfinder
Fix for healing potions
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<blockquote data-quote="Firebeetle" data-source="post: 5454733" data-attributes="member: 34506"><p>I tried it in play tonight, and it worked quite well. The party has an "uberhealer" but still needed help, and were quite happy to spend the healing surge for extra, it really saved the day. They picked those two up as treasure, it was the only reason they had them.</p><p></p><p>I think healing potions are not very worthwhile as written, and parties rarely think to have one around these days.</p><p></p><p>So, with due respect to those that are happy with the status quo, I've got two suggestions. </p><p></p><p>A.) Healing potions allow for a healing surge to be spent in addition to the points you gain. They may only be drunk once per encounter. If you need further limitations, make the secret of making healing potions lost and they are a limited commodity only found as treasure or very expensive in civilization (costing more and more as the campaign continues)</p><p>B.) Healing potions give Regenerate 1 to any drinker that is bloodied. This increases their efficacy without increasing the amount they immediately heal. It also gives a good reason to giving one to someone who is dying. Parties will definitely keep a potion around to help heal the dying.</p></blockquote><p></p>
[QUOTE="Firebeetle, post: 5454733, member: 34506"] I tried it in play tonight, and it worked quite well. The party has an "uberhealer" but still needed help, and were quite happy to spend the healing surge for extra, it really saved the day. They picked those two up as treasure, it was the only reason they had them. I think healing potions are not very worthwhile as written, and parties rarely think to have one around these days. So, with due respect to those that are happy with the status quo, I've got two suggestions. A.) Healing potions allow for a healing surge to be spent in addition to the points you gain. They may only be drunk once per encounter. If you need further limitations, make the secret of making healing potions lost and they are a limited commodity only found as treasure or very expensive in civilization (costing more and more as the campaign continues) B.) Healing potions give Regenerate 1 to any drinker that is bloodied. This increases their efficacy without increasing the amount they immediately heal. It also gives a good reason to giving one to someone who is dying. Parties will definitely keep a potion around to help heal the dying. [/QUOTE]
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Fix for healing potions
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